punches can be thrown using the triggers - the same can be done with two face buttons - jump and dash are mapped on to the other two face buttons - click the left stick to guard - left stick controls the angle of your punches, meaning you can't move in one direction and punch in the other - you can't strike at a different angle with your other hand until the first punch is fully extended, either."The true feel of Arms comes when you're holding both Joy-Con controllers in the Thumbs-Up grip. You can throw punches from each hand with real precision as you dash or jump around, allowing for a lot more depth for your fighting style. It's possible to throw a straight punch as a feint for your first blow, then curve your second punch to where your opponent runs to. But Arms doesn't require you to use motion controls. I hope people will pick the playstyle that suits them." - Producer Kosuke Yabuki

Well considering I don't own a Switch I did not take part in it, but I am wondering how many did. It's good to know that there's been mostly positive feedback, it's expected because the game does look pretty great.

I really enjoyed what I played outside of single player V-Ball and the 3 player free for all due to i t seeming more like 2 on 1. I played using a Joy-Con in each hand and the characters I enjoyed the most where Ribbon Girl, Min Min, Master Mummy and Mechanica.

A portion of a Game Informer interview with producer Kosuke Yabuki and art director Masaaki Ishikawa...Game Informer: What did the earliest version of Arms look like?Kosuke Yabuki: Arms is one of the many prototypes of things. We’re always trying to make new things at Nintendo, and this is one of them. Initially it was a much more simple game with shorter characters who had devices attached to the ends of their hands, but even at the beginning, the camera was still behind the back of the character and that hasn’t changed. We were thinking when making a fighting game, it’s really important, the distance you have between you and your opponent, but it might be difficult to see that difference when the camera’s behind the back of the player. So, with these extending arms, we were working hard to see if there’s anything we could do – any sort of new ideas that we could do – to make that easier. And we officially kicked off the development of this project when we were looking at new techniques and strategies we could have with these extending arms.GI: In the fiction of Arms, can people elect to have extendable arms? Can they have surgery to do that? Or is just certain people have these arms?Ishikawa: Some parts of this are still secret. I can’t really tell you everything, but what I can say is it’s not something that they can elect for – not something that you would get surgery for, to replace your arms. It’s possible that some characters have had this since birth and it’s also possible that, for some characters it just suddenly...one day, they woke and were different. So, there are actually, really several different possibilities that could be the cause for this. So, aside from Helix, all the other characters like Spring Man, Ribbon Girl, and Min Min – these are just regular people with extendable arms and not cyborgs or anything like that.GI: You worked extensively on the Mario Kart series. Mario Kart is obviously a lot different from Arms, but I was wondering if there are any surprise lessons you brought over from Mario Kart into arms?Yabuki: For Mario Kart Wii we had the steering wheel attachment so players could use motion controls, but you could also play with the motion controller and more traditional controls so that really offered players the freedom to play however they wanted to in Mario Kart. For Arms, we kind of carried this lesson over. Motion controls are a big feature of this game, but players can still use pro controllers or traditional controls like in handheld and choose the way that they would like to play. That’s one of the lessons that we learned from Mario Kart.The motion controls in Arms actually allow for more fine controls; the two gyros allow for some fine adjustment of left and right on the punches that you can kind of use it to curve your punch. So when it really comes down to it, when you really don’t want to lose, we really feel that motion control offers more precise control than traditional controls. So, unlike any game before, we feel that the motion controls in Arms really allow for deeper technique and strategy than really any game before it with motion controls.GI: Twintelle has really taken off. What do you think of the fan community latching onto her?Yabuki: We weren’t really expecting the fans to be so taken with her, so that was a very pleasant surprise! And like I just mentioned, she has that really strong build to her and that seems to be something that the community has picked up on so I’m glad that we were able to create this new character design.

Twintelle is just a fantastic character. But obviously they have no way of predicting who will become the most popular characters, they're biased in that they made the game and can't really view the characters the way customers will.

Also I love the way Nintendo creates their game worlds. They really act as if they actually exist and seem to have an answer for everything related to them. Specifically with Splatoon, but it looks like they're doing something similar with this game and I love it. They really just know how to build a world.

So that's just the stage for the final boss that was shown in the ARMS Direct right? Not actual new content coming. It does look nice though, I guess it's always good to have a basic stage in the game.